23 Commits

Author SHA1 Message Date
josh adams
a25f5c0cc1 - Fixed Xcode proejct generation/compiling/booting for Vision Pro hardware
- Commandline in Xcode is now used, if we want Swift to set the CL, we'll have to pause the engine startup sooner
- Added auto-launch timer to the SwiftUI window for easier development (don't need to wear the VP) to debug startup crashes, etc
- Depth texture was too big, so halved the resolution of the viewports (work in progress)
- Currently asserting in XR code, or crashing in compositor services code
#rb Jeff.Fisher

#changelist validated
#virtualized

[CL 31347927 by josh adams in ue5-main branch]
2024-02-09 13:21:33 -05:00
Josh Adams
61ef979e51 - Made IOS and Mac BuildPlatforms classes come from AppleBuildPlatform so we can make UBT regen makefiles when xcode-select location changes
- Fixed XcodeBuild.sh to set iossimulator architecture the expected way
#rb adam.kinge

[CL 26623422 by Josh Adams in ue5-main branch]
2023-07-26 17:45:21 -04:00
adam kinge
e56126723a Additional UBT changes to support iOS Simulator:
- update Xcode build script to set correct arch when compiling within Xcode
 - set correct SDKRoot depending on sim vs device

#jira UE-168571

[CL 26597711 by adam kinge in ue5-main branch]
2023-07-26 01:01:43 -04:00
josh adams
82ea6a767a [Backout] - CL26223564
[FYI] keaton.stewart
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
[FYI] Josh.Adams
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland

[CL 26226852 by josh adams in ue5-main branch]
2023-06-24 17:52:48 -04:00
keaton stewart
1fd1a77412 [Backout] - CL26221679 [Main CIS Issue] Errors in Incremental FortniteServer Linux and Incremental Compile Monolithics - Linux
#fyi Josh.Adams
#jira FORT-626566 (edited)
Original CL Desc
-----------------------------------------------------------------
- Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland

[CL 26223564 by keaton stewart in ue5-main branch]
2023-06-23 20:29:27 -04:00
Josh Adams
e25e1b3daf - Very super early support for VisionOS (requires Xcode 15 beta2 or later).
- THIS IS NOT USABLE YET - WORK IN PROGRESS!
- It builds, links with IOS libs (warnings, not errors), can cook and it boots in Simulator, but is dying in MetalRHI
- UnrealTargetPlatform.VisionOS is currently defined in Engine code, it is not pulled out like would be correct for a full true platform extension
- Refactored a lot of Build.cs files to use UnrealPlatformGroup.IOS/Apple instead of individual platform checks, to make VisionOS integration simpler
#rb zack.neyland

[CL 26221679 by Josh Adams in ue5-main branch]
2023-06-23 19:12:47 -04:00
Josh Adams
36fd58a499 - Made two modes for modern Xcode projects: OneWorkspacePerPlatform and OneRunTargetPerPlatform. The first makes completely separate .xcworkspaces, projects, and targets for each platform (Mac, IOS, TVOS). The second makes one workspace, and one project for each platform, but the platform will have three run targets (but one build and one index target) - useful for single game workspaces. There are a couple nasty things, like the Project has the Editor configs, but the IOS target doesn't want them, but they show up anyway in dropdowns because of the Project config.
- If there are no modern projects, then the mode is ignored, and it's the same old mode. With a mix of modern and legacy, each platform workspace will point to the same legacy projects (not worth retooling Legacy since it's becoming deprecated)
- Added Launch Storyboard support (it will look for uncompiled, compiled, project, and engine fallback locations). Compiled is useful or old storyboards, and for Windows-based (assuming that will work with Modern)
- Other minor things like metadata discovery, etc
#preflight 639a321843330e63e50a21e9

[CL 23517631 by Josh Adams in ue5-main branch]
2022-12-14 15:44:34 -05:00
joe kirchoff
27ee520c1b [Backout] - CL23055743
[FYI] Joe.Kirchoff
Original CL Desc
-----------------------------------------------------------------
BatchFiles: Add output directory when caling dotnet build as running the scripts via a visual studio environment requires this, and for consistency. Via UDN

#rnx
#rb Josh.Adams
#preflight 636ae35c7c2b505190d92839

[CL 23069893 by joe kirchoff in ue5-main branch]
2022-11-09 21:04:55 -05:00
joe kirchoff
73b3529e56 BatchFiles: Add output directory when caling dotnet build as running the scripts via a visual studio environment requires this, and for consistency. Via UDN
#rnx
#rb Josh.Adams
#preflight 636ae35c7c2b505190d92839

[CL 23069570 by joe kirchoff in ue5-main branch]
2022-11-09 20:58:05 -05:00
calvin zheng
b3be31546a Fix ShaderCompileWorker arm64 support in Xcode
#jira UE-166157
#preflight 633ddbcdb6053e828796119b
#rb rolando.caloca
#lockdown rolando.caloca

[CL 22387843 by calvin zheng in ue5-main branch]
2022-10-06 19:44:31 -04:00
Josh Adams
2060045e96 - More work on "modern xcode" mode (automatic signing works well, xcode can generate plists/entitlements, shared settings between Mac/IOS/TVOS). Needs the bUseModernXcode ini setting (see BaseEngine.ini) to activate
- Indexing improvements
- No longer asks to auto-create schemes, since we create all schemes needed
- Sped up the run-only project generation to skip a lot of cruft

#preflight 63041e960061f895d0fe3ccf
#rb ian.fox,roman.dzieciol (i am submitting without their final sign-off)
#preflight 63051c23516bef57ffb5b1c2

[CL 21517539 by Josh Adams in ue5-main branch]
2022-08-23 15:40:10 -04:00
robert seiver
0492fc5725 Fixed typos in wording of error statements and whitespace mistakes.
#jira UE-131094
#review @Brandon.Schaefer
#preflight 61e888e0276892ce1080d293

[CL 18666825 by robert seiver in ue5-main branch]
2022-01-19 17:10:22 -05:00
jonathan adamczewski
007a58123e UnrealBuildTool.exe -> dotnet UnrealBuildTool.dll (2/n)
Various build scripts

[CL 15750907 by jonathan adamczewski in ue5-main branch]
2021-03-19 16:26:44 -04:00
Marc Audy
bc88b73a29 Merge Release-Engine-Staging to Main @ CL# 15151250
Represents UE4/Main @ 15133763

[CL 15158774 by Marc Audy in ue5-main branch]
2021-01-21 16:22:06 -04:00
Marc Audy
bf80889353 UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402

[CL 15028197 by Marc Audy in ue5-main branch]
2021-01-08 19:56:07 -04:00
Joakim Lindqvist
e7039d3d35 UBT and UAT now use .NET Core instead of Framework and Mono. This means that we use the same runtime on Windows, Linux and Mac. Further benefits including newer C# features and a lot of intresting features for the future around AOT and Tiered compilation.
Some behavior changes:
Output paths - Both tools are now output to a subdirectory of Binaries/Dotnet, I believe most hardcoded paths have been fixed up but there may be tools that will fail because of this.
UAT Plugin Building - As .NET Core does not support AppDomain unloading, how we build the plugins has changed quite a bit, these are now built before UAT is started rather then by UAT itself. If you just start UAT via RunUAT.bat/sh this should just continue to work.

#rb ben.marsh

[CL 14834347 by Joakim Lindqvist in ue5-main branch]
2020-12-02 06:57:13 -04:00
Joakim Lindqvist
d2a25fafa7 When using UBT in dotnet, unset TargetName when starting build from xcode as this also has meaning to dotnet breaking the build of UBT.
#jira UE-103443

[CL 14813662 by Joakim Lindqvist in ue5-main branch]
2020-11-25 15:18:53 -04:00
Joakim Lindqvist
701b33939e Updated mac shell scripts for UBT in NetCore, opt in by setting UE_USE_DOTNET=1, note that due to output path differences a lot of tooling will break when enabling it.
#rb ben.marsh

[CL 14641121 by Joakim Lindqvist in ue5-main branch]
2020-11-03 08:46:05 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
Marc Audy
7379fa99c5 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14229157
[CL 14233282 by Marc Audy in ue5-main branch]
2020-09-01 14:07:48 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
nick shin
1ed1f81641 HTML5 - more code removal - build scripts section
#jira UE-80050  Remove HTML5 code from engine
#rb none
#rnx

#ROBOMERGE-SOURCE: CL 9884438 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v553-9872581)

[CL 9884441 by nick shin in Main branch]
2019-10-29 15:07:15 -04:00
Marc Audy
ab108c215e Copying to Dev-Main @ CL# 4688301
#rb
#rnx

[CL 4688816 by Marc Audy in Main branch]
2019-01-08 11:38:48 -05:00